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    Whats the Regulations of using this and the assets ?

    Comment


      Originally posted by DarkRisenGaming View Post
      Whats the Regulations of using this and the assets ?


      The MIT License (MIT)

      Copyright (c) 2015-2017 DotCam, TK-Master & Zoc

      Permission is hereby granted, free of charge, to any person obtaining a copy
      of this software and associated documentation files (the "Software"), to deal
      in the Software without restriction, including without limitation the rights
      to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
      copies of the Software, and to permit persons to whom the Software is
      furnished to do so, subject to the following conditions:

      -Free for use in any UE4 project-
      Anyone is free to copy, modify, publish, use, or compile this software,
      either in source code form or as a compiled binary, for use in any
      Unreal Engine 4 game, simulation, arch-viz, or other related UE4 projects,
      both commercial or non-commercial. Attribution is not required.

      -Not for Resale-
      This software can not be resold on the Unreal Engine 4 Marketplace,
      or any other website as "Content" for UE4 in any form whatsoever.
      You can not re-sell this software as a standalone product in whole,
      part, or modified form.

      The above copyright notice and this permission notice shall be included in all
      copies or substantial portions of the Software.

      THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
      IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
      FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
      AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
      LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
      OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
      SOFTWARE.
      Free Environment Plugin Project (Ocean Project) || Join us on Discord! || Includes: Time/Sky/Ocean/Fish/Buoyancy plugins
      ComputeShader CPU->GPU->CPU
      Universal GetNetwork/LocalRole

      Comment


        I've included a total of 3 tileable ocean textures in this one with varying degrees of choppiness. Feel free to use them in any way you wish, including commercial projects and marketplace assets. Note that i'm pretty sure the green channel has to be inverted.

        Click image for larger version  Name:	OceanTexturesPreview.jpg Views:	1 Size:	193.1 KB ID:	1419249

        https://www.dropbox.com/s/rc9op6nh4k...tures.zip?dl=0
        Last edited by duke22; 01-27-2018, 01:27 AM.
        George Rolfe.
        Technical Coordinator at Orbit Solutions Pty Ltd.

        Comment


          EvoPulseGaming

          Thanks for the information, this is one project that caught my wife's and my eyes for sure.
          Only thing so far i notice that crashes the engine is the Fish, you add any one of them and Crash happens.
          Any info on this ?

          Thanks once again, will wait your reply.
          DarkRisenGaming

          Comment


            Originally posted by DarkRisenGaming View Post
            EvoPulseGaming

            Thanks for the information, this is one project that caught my wife's and my eyes for sure.
            Only thing so far i notice that crashes the engine is the Fish, you add any one of them and Crash happens.
            Any info on this ?

            Thanks once again, will wait your reply.
            DarkRisenGaming
            Using 4.18 and the Fish map, I see the crash happen. I can look into it

            Edit:
            Solved: those fish are children of "FlockFish", which is managed by BP_FishManager, using them directly results in the crash because they have no reference to BP_FishManager!

            Solution : Drag n drop BP_FishManager into scene, and in the right hand details pane, you can add "Flock Types" which is just an array of BP actors that use the FlockFish as a parent

            You can even customize the number of fish!
            Last edited by EvoPulseGaming; 01-29-2018, 03:15 AM.
            Free Environment Plugin Project (Ocean Project) || Join us on Discord! || Includes: Time/Sky/Ocean/Fish/Buoyancy plugins
            ComputeShader CPU->GPU->CPU
            Universal GetNetwork/LocalRole

            Comment


              Originally posted by duke22 View Post
              I've included a total of 3 tileable ocean textures in this one with varying degrees of choppiness. Feel free to use them in any way you wish, including commercial projects and marketplace assets. Note that i'm pretty sure the green channel has to be inverted.

              https://www.dropbox.com/s/rc9op6nh4k...tures.zip?dl=0
              Thank you! its nice to see additions to the project. I myself am working on a relatively accurate weather add on to the time manager in this project. If I manage it will be pretty cool. Weather based on time/day/lat/long and terrain such as water,desert,grass and buildings. All automatic. NO hardcoded events! Which will fit nicely with this
              Last edited by EvoPulseGaming; 01-30-2018, 11:17 PM.
              Free Environment Plugin Project (Ocean Project) || Join us on Discord! || Includes: Time/Sky/Ocean/Fish/Buoyancy plugins
              ComputeShader CPU->GPU->CPU
              Universal GetNetwork/LocalRole

              Comment


                TK-Master i'll buy you a whole box of red bull if you release your fft water.
                George Rolfe.
                Technical Coordinator at Orbit Solutions Pty Ltd.

                Comment


                  Originally posted by jonathan light
                  I have managed to integrate transparency into the project + underwater effect cut (Physical Water Surface)



                  I like that you took all the hard work from the contributors, changed it a bit and rather than contributing in the spirit of this project - sold it. Not only that but you stole some code from the Physical Ocean Surface author and released it as your own. Really good job.
                  George Rolfe.
                  Technical Coordinator at Orbit Solutions Pty Ltd.

                  Comment


                    Well, lets tell the whole story, before we destroy someone with a promising future here. Jonathan is only 23 years old. He could use a mentor, he doesn't deserve this .... And I do not find your characterization of him to be even remotely what I have experienced. EPIC did authorize the release of his NeOcean on the Marketplace... lets not forget that... If it had software copyright issues, why did they approve it?

                    This is some of the backstory that I know ....

                    In a matter of days, he added transparency to the Physical Ocean Surface shader, a feature the seller had promised for over 18 months. His work extended POS with a beautiful underwater effect and surface transparency. Buyers of POS liked it so much they asked for it. He then gave it away for free. It was EPIC that pulled the plug, and said he had to charge for it. Jonathan tried to work with the seller, but the seller refused. And to this day, POS lacks transparency. So the buyers of POS lost out.

                    Now for this plug-in and NeOcean ...

                    TK-Master, created a lot of interested about a year ago when he posted some of his work here, and said he would release it on the Marketplace as an all Blueprint project. There are many of us that want a BP ocean, not a plug-in. If I wanted that, I would use NVIDIA WaveWorks. But for whatever reason, no BP implementation came out.

                    However, Jonathan did manage to put together a great Ocean shader, all in BPs, the same thing TK promised to do. And once again it was EPIC that refused to put it on the Marketplace for free, and said he had to charge for it. So Jonathan released NeOcean. And now, EPIC has taken it down and given all buyers a refund.

                    As far as "stole," I don't know how much he took or changed. Maybe he did, I don't know. But this can be up for interpretation. Every programmer I know "borrows" from somewhere. In court proceeding, both the prosecution and defense use the same set of facts to draw totally opposing positions. What did Microsoft and Apple borrow from Xerox?

                    Once again, it is this community that is the loser here. Now, every dev will be cautious of releasing a BP implementation of a full blown Ocean shader, especially if it contains anything based on this or other work. How could TK or anybody ever release a BP implementation without someone running to EPIC and having it pulled from the Marketplace?

                    NeOcean looked good, really good, on a par with this plug-in I would say. And Jonathan was coming out with updates weekly. I don't question Jonathan's spirit ... perhaps it is others, that for various reason, that have the wrong spirit. Jonathan may have borrowed and built upon a foundation of other's work, but he released a full function water Shader that looked beautiful above and below the waterline, with great foam, buoyancy, masking for ship hulls, God Rays, caustics, great SSS, and he was working on shore line effects for the next update. He did in months what others did not do in years. That is a fact, and perhaps that intimidates some people.

                    EPIC shares some of the responsibility. The Marketplace review process failed. They could have told him what to change, and he would have complied. Jonathan was only following their direction and Marketplace release process.

                    And now, we are back where we started years ago. And I suspect, if I check back in two years, we will be on page 290 of the forum, and still no BP implementation of this or any other full feature Ocean water... because the first person that tries, even someone like TK, and the other sellers will run to EPIC, and have it pulled.

                    This kid is bright. Someone should offer him a job.


                    Last edited by CrashA51; 01-31-2018, 06:06 PM.

                    Comment


                      Why are you so intent on it being a BP solution (by the way, waveworks isn't a plugin, and plugins can contain BP code)? What's wrong with core classes being exposed to BP? No one is writing an FFT solution in blueprint, that would be insane. They're choosing the right tools for the job, not what's easier to read for a certain crowd.
                      George Rolfe.
                      Technical Coordinator at Orbit Solutions Pty Ltd.

                      Comment


                        To all posters, please keep your posts professional at all times and although you are entitled to your opinions, please do not step over the boundaries: https://forums.unrealengine.com/unre...ode-of-conduct
                        Quinton Delpeche
                        Founder - Gobbo Games | Designer - The Colony 2174 (Board Game) | Developer - Riders of Asgard

                        Comment


                          Originally posted by duke22 View Post
                          Why are you so intent on it being a BP solution (by the way, waveworks isn't a plugin, and plugins can contain BP code)? No one is writing an FFT solution in blueprint, that would be insane. They're choosing the right tools for the job, not what's easier to read for a certain crowd.
                          I did FFT water on blueprints, both graphics and physics. What is so insane about it ?

                          Comment


                            Hi guys,
                            I might have asked this before but want to check again... Is this project suitable and easy to integrate with Truesky?
                            Thx

                            Comment


                              Originally posted by Deathrey View Post

                              I did FFT water on blueprints, both graphics and physics. What is so insane about it ?
                              Because it's something you want to squeeze every bit of performance out of, so you can't afford the overhead of either blueprint or the blueprint to c++ conversion. It's like writing a server in javascript (and before you chime in, node.js is written in c with a js front end).
                              George Rolfe.
                              Technical Coordinator at Orbit Solutions Pty Ltd.

                              Comment


                                Originally posted by Thijs Linssen View Post
                                Hi guys,
                                I might have asked this before but want to check again... Is this project suitable and easy to integrate with Truesky?
                                Thx
                                I don't see why not, it doesn't do anything out of the ordinary.
                                George Rolfe.
                                Technical Coordinator at Orbit Solutions Pty Ltd.

                                Comment

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